#pragma once #include "Game/AI/Action/actionPlayerAction.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class PlayerFall : public PlayerAction { SEAD_RTTI_OVERRIDE(PlayerFall, PlayerAction) public: explicit PlayerFall(const InitArg& arg); void enter_(ksys::act::ai::InlineParamPack* params) override; void leave_() override; void loadParams_() override; protected: void calc_() override; // static_param at offset 0x20 const float* mNoClimbTime_s{}; // static_param at offset 0x28 const float* mNoClimbTimeTired_s{}; // static_param at offset 0x30 const float* mNoDispDisableAppTime_s{}; }; } // namespace uking::action